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Jumbletuff

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  1. Awesome thank you. Helped me find it. You can even see my mistake in the above log lol: I 100% forgot to remove this my last pass over. What's weird is I'm still getting XP on some quests, but I'll figure that out later. Also wasn't a waste since I learned how EXP is given out in quests. Thanks all for the help.
  2. Nothing definitive. First thought was EET Tweaks quest XP modification component: I've attach the install list if interested, but I'm probably going to do some test installs later tonight or tomorrow to slowly isolate the culprit. Please note the attached list is all mods that installed with no issues. Any input is fine if you're feeling froggy. My current install is fine for the most part, just some quests still only give 1 XP; appears to only impact mod quests though. It's easy to work around until it's figured out. 09.2023 - BG.EET.txt
  3. Awesome, thanks for the quick reply. So basically you could, theoretically, set a scale from 1 to 40 if you felt so inclined, correct? Also, If I want to modify XP rewards for BG1 or SoA on an EET (or non EET) install, where would that be done? Asking because (1) for learning sake as I'm doing my current install to also learn a bit about mods, fixing mod compatibility issues as they arise, and possibly making my own & (2) I have a large EET install and I'm curious if I can tweak the values as I go for the whole saga and save it for later if I like my current mod setup and want to streamline the values. Thanks again.
  4. Doing another large EET install and one of them messed up my XPLIST.2da (replacing all of column 0 w/ 1s). I fixed that with a back up, but I was curious about what the "-1" under each column means. It going from 0 to 40 makes me assume it's level related (likely average level party), but does it literally just mean subtracting a single 1 XP per level? The IESDP article does not appear to clarify this. Apologies if this is obvious or if I missed a resource on it. Any input is appreciated.
  5. So I'm doing another massive EET install run and I came across this issue again. After some testing it seems that SG_multikits seem to be the cause of my original problem. All my pre-multikit installs have Identify working like it mostly should (I have SD's Identify Spell installed but it's still lvl 1, but that's a problem for another time), but all post-multikit installs have this issue. So until I do a deep dive I'm forgoing SG_multikits; long term I'll probably just mod in kits like it was recommended in my other thread. Just posting this here in case others encounter the same weird problem. EDIT: 100% wrong. Weirdly whenever I change the difficulty on a save, this issue happens. If I leave it on the default option Identify works as intended. Attached my Weidu log. When I have a moment I'll do a deep dive on this. EDIT 2: Seems the problem is caused by some interaction with 5e Spellcasting. I'm forgoing this mode for the time being to get going with the game (I want to play through to get to BG3). When I do another install I'll sort things out then as I really like the 5e spellcasting mod. Will open a separate topic then if needed. WeiDU.log
  6. Sorry for the thread necromancy; been a hell of a few months with work and life and I'm finally getting a chance to touch this install again. I wanted to update this in case anyone has similar issues. All good! I wall o' texted too so I don't think I was 100% clear in my ask. I appreciate the input. I did this fix and it worked fine. Been hammer through the game for a while now with minimal issues otherwise. Not sure why my screenshots were made for ants lol, so I'll account for that next time.
  7. Hey all, Posted here a month or so ago before life got wild. I did a large EET modded install and I've tested a few characters will minimal issues, but I've encountered an odd, albeit minor, issue with the Identify spell selectable on character creation. As in the title, whenever I cast the spell it casts Contingency. The lvl 1 Identify spell causing issue is spwi126.spl. I've attached NI screenshots of it. What made me not catch this immediately was I had a 2nd level Identify spell that was working and thought it was from Tome and Blood, but I didn't install component 16 at all. I doubled checked the Weidu log backup attached and its the exact same as the one in the BG folder (I'm keeping a history of them for installation reference). Not sure which component installed that spell, but I mentioned it in case it's relevant. Gut is telling me it's something interacting with Tome and Blood, but I'd like fresh eyes. If nothing else I'd like to know how to remove it as an option from spell selection, but I may find that on my own research. Attached and below are the relevant weidu logs for this install. Any relevant input is appreciated. WeiDU (EET Install 2).log
  8. Alright cool, thank you for clarifying. Sound fair, I'll post over on BeamDog today or tomorrow once work calms down. Thanks, the kits I made with SadieGamer's tool are working just fine so far, but it's good to have confirmation it can work via ADD_KIT_EX too. I'm not keen on the idea of an iterative mod pumping out thousands of kits. If I do anything it will essentially be what I laid out above: a glorified kitmod with extra options. On approach, given the info everyone's provided here so far, that doesn't seem too outlandish. The part I need to look into is if it's feasible to generate functional HLA tables from generated kits, or if that's even a necessary thing. I'd have to see the code (and there's probably already someone here who knows this), but given the mod options out there now I'm inclined to agree. At any rate I appreciate everyone's input on this thread.
  9. Yeah, that's a good worst-case honestly. I generally do F/M/T when I tri-class anyway and barring some mod kits I almost never kit out Mage. So being restricted to F/T kits is still good. I remember reading in passing there's an issue with the Shadowdancer and multikit shenanigans, do you know anything about that and if that's still the case?
  10. Also, is there any reason SG's multikit tool isn't on K4thos's compatibility list? Figure I could add it if there's no issue.
  11. Oh man, that's a hell of a lot of kits. I don't think I ever want a complete installation of all available combinations, especially if bypasses standard restrictions. That's really good to know actually. Iirc the limit is an index issue right? Is it because multiclass kits use a separate index, are they just allowed "above" the 255 slots or is it another means? Yeah, I haven't done heavy testing yet, but from playing with the available options this morning it seemingly does a "soft" version of emulating my desire for a Fight/Mage/Scion tri-class w/ kits from the options you provide in WtP. I'm expecting some quirks, but if it works out it'll be fun to play around with. I don't know if I can convey in words how much I love Github. It's made my work and hobby life so much easier. It also makes me actually interested in doing stuff like this again. I appreciate all the info. Regarding bullet #3 is there a limit to Tri-class kits, or is this more a personal preference? I'm a sucker of X/X/X builds thanks to olde time solo runs and pre-QoL NPC customization mods (NPC_EE, SCS, et. al.). Conceptually, especially given the current modding norms and standards, I think I'd enjoy the idea of doing something of an extension of Sadiegamer's mod (ethically, of course). It appears to do the bulk of what I want, the only things I'd really consider adding are: [1] more X/X/X support, [2] A small, standardized baseline of X/X and X/X/X kits based on personal or popular preference (depending on how far down the rabbit hole I go). [3] good HLA tables for #2's baseline and maybe a tool for easier user-generated HLAs?? [4] possible mod support for popular kits/class updates (yours, Morpheus', Artisans namely). [5] An updated EE Reaver kit (jk lol) Essentially just a glorified kitpack w/ good HLAs to support user-generated multikits. #4 might be overreach, or maybe even unnecessary given common enough mod standards, half of #3 definitely seems like a task and #1 intuitively seems like hell if you want to support all iterations, but hey, this is a thought experiment . Won't know exactly what i want to do until I get deeper into the games though. This is my first time in a long time doing fan-made content and I've never done this much of it. I know once I get sufficiently far I'm going to do a separate install to try a number of the mods I missed first round (SnB over SnA, more customer FnP sphere, IRR/SRR, etc). Figure at that point I'll have a firm idea of what I want.
  12. I just realized you were referring to SG's multikit haha. Still, my comment on it's intended scope stands. Even the author agrees it's pointless to an extent with the 256 cap.
  13. Yeah, I'm impressed with it conceptually, but it seems like a Pandora's Box of hell, especially when trying to incorporate mod kits as well. Also surprised the initial mod was made in 2010 pre-EE revival; testament to the staying power of the mod community. In the "Bronze Age" GUI era of BG modding I was more active in playing these games and fiddling with them, hell I made baby modifications (glorified script kiddy work) just to play with stuff so it seems tempting to try again. Not sure I want to surmount Weidu (not that it's necessary for this per se), so my desire for a tri-class Psion will have to wait until later. If I did go that route and commit, it's good seeing the community has improved lightyears ahead of what I remember (shared resources, github versioning, etc). YMMV on the flavor argument; I don't necessarily disagree if your aim is system/lore consistency, but I also don't mind having the options from a dabbler's perspective. What I liked about this mod is it's sort of "self-service" that allows it without putting the onus on the author. The only thing I wasn't sure about was kits outside of the normal BG.
  14. Cool, that's the mod I mentioned near the end, but I wasn't sure it was EET compatible. I'll try it out.
  15. Hey all, Recently completed a large (130+) modded install of BG EET and ran through a few hours of it with no real issues (so far). Haven't committed on what to play yet for the full run and I was wondering if it'd even be worth considering a multikit installation from a feasibility/compatibility standpoint given what I've installed (it's conceptually fun to me to play a Fighter/Mage/Psion). Below is the list of mods I believe impact kits, multkits, etc as well as my latest Weidu just in case I missed something. Asking because the only apparent multikit compatible with EET (per k4thos's list) is KrevDaak's updated version of FLamWing's m7multikit mod. When trying to install it on my 1st mod run in PI I saw this: I know looking at the .tp2 files will detail each component, but this is what gave me the impression, while still functional for basic use, it's either unsupported or you're not supposed to install it with PI. Given how the two components listed in the readme are detailed to work, my guess is the latter. Before I did any manual installs I wanted information from more informed people than me. Not only that, but per this post it flubs up HLA tables for the created class which, while fixable with NI or just using Graion's fix here, is a consideration. SadieGamer's multikit seems much more reasonable, but I haven't found any good confirmation of EET compatibility. Any relevant input is appreciated. WeiDU (EET Install 2).log
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